/Engine/Source/Runtime/Engine/Public/MaterialShared.h
Similar to GetFriendlyName, but appends a hash of shader map ID portion of the DDC key (excluding source file hashes) to differentiate materials/material instances that would collide when considering the base material name alone (this name is used when creating debug output paths for disambiguation).
[FString](API\Runtime\Core\Containers\FString) GetUniqueAssetName ( EShaderPlatform Platform, const [FMaterialShaderMapId](API\Runtime\Engine\FMaterialShaderMapId) & ShaderMapId ) const